I'm having problem with finding what you are talking about StephenVyas. I'm using CS6. I messed around with delay and using 0.03 made it look better. Also I changed size.
Profile creation 10 years ago (November 26, 2003 – 23:22:08 UTC) Games owned 172 Games not played 130 (76%) Hours spent 476.7h Account worth $2537.38 :(
You were right BaseEngine.ini shadowdepthbias = .033 seems ok... .333 made the shadows too far from the base of objects... so i'll tweak it between these two values... thanks for your help!
I'm working on my first model for 3D printing. It's based on Matthew Armostrong's concept art ( https://1.bp.blogspot.com/-N822t7h8Tps/V0FMe-EiOnI/AAAAAAAARGI/qNr1xgcaL1MYzAZUCKrjWbnKIohnB6AFACK4B/s320/030.jpg ) for Disney Inifinity.
Nevermind the art style, I wonder how many got away just for having the same distinctive typeface. S2Games did that pretty early in 2003 with Savage, and it did lead to a Warcraft-esque atmosphere.
[ame] http://www.youtube.com/watch?v=fzMhh8zhTiY[/ame] :) Anyway turned out really good. Now animate , duplicate them around 10 000 and swarm something. :) Really well done. GG :)
Is that sarcasm or are you seriously going to spread yourself across that many disciplines? I graduated from an AI in 2003, paid a fraction of what you're paying, and I still don't think it was worth the money.
It's a futuristic japonese tower. A modular kit. The modular kit is not done. The windows is a little weird. I wonder if this model is correct for the new gen modeling standard. 10 000 poly the entire tower.
I'm not sure how much this tut would contribute, but I've played around with it a couple of times and liked it: http://www.ryankingslien.com/?p=203. Hopefully it helps.